Gedonia 2, pre-alpha 0.1: spellsword time
Damage bonuses from equipment aside, how does a warrior that sometimes casts spells work in this test version of Gedonia 2?
Open by casting a spell from a safe distance. Your next spell takes too long to cast before the enemies run into you.
16
views
Gedonia 2, pre-alpha 0.1: adding necromancy to archer
I finally remembered to use tab targeting.
Necromancer summons help when dealing with large crowds of enemies but die easily because enemies walk into them, pummel them to death, and then stand there until I aggro them.
16
views
Gedonia 2, pre-alpha 0.1: a little more archer
A little grinding for a few more levels and to unlock more useful archer skills later, I find no use for the power shot or kick skills anymore. They're too slow, weak, and stamina-hungry. Wastes of time.
Upgrading rogue shot to hit multiple targets instead of only one in exchange for a longer cooldown, paired with upgraded multishot with a tighter spread, makes archer feel more like you're carrying a shotgun rather than a bow. Long distance shots have terrible accuracy.
Double jumping during combat is worse than standing still for 1 second while enemies are in hot pursuit of you. Your horizontal movement drags to a near-halt which lets melee enemies catch up to you very easily and gives long-range enemies the only opportunity to hit you with projectiles you'd normally be able to simply walk around when dodging doesn't work.
5
views
Gedonia 2, pre-alpha 0.1: first look at archer
Without the 0 cost arrows at the one NPC in this extremely early version of Gedonia 2, I would never play archer in this game. You'd run out of arrows in seconds while it takes hours to make more. Arrow economy is somehow hundreds of times worse here than it is in Gedonia 1.
Movement and aiming with archery is a lot more janky here than in Gedonia 1. It's mostly because of the tank control movement combined with momentum based movement. Tank controls mean your character can't technically move left/right/back without first rotating while stationary so that the direction you want to move is also the direction your character's full body is facing toward. Momentum based movement means if you're holding W to move forward and then let go of any WASD button, your character will still be moving after you're no longer pressing any buttons to move. These two things together make movement very inconsistent and throw off an archer's aim. It's why I'm constantly starting and stopping movement.
This is before trying any other playstyle available. At the time I'm uploading this video I've tried a little of the other playstyles available and oddly enough, archer feels the most efficient given an unlimited supply of arrows. Damage is great, freedom of mobility is great; but these are only in comparison, not as if someone were picking up Gedonia 2 for the first time without having played Gedonia 1 at all.
Gedonia 2 has a long path of development ahead. This test version will be available until March 4 2024 where it apparently will no longer be playable after that date. Anyone that wants to try this for yourself, go to the discord channel for Gedonia here: https://discord.com/channels/622004219859173378/1148191923757137960
15
views
Gedonia 1.46a: pure bard before using aura of leadership
This update added a couple small skills that passively boost the stats of companions. This recording is a "before" sample to show the difference in power for a pure bard that doesn't use any magic.
7
views
Gedonia 1.46a: pure bard with max 10 runes in aura of leadership
This is very reminiscent of blood master's summons blood-gunning things down. There's one very important difference: summons have much more accurate attacks. Long range companions shoot slow-moving projectiles. Melee companions have much smaller hitboxes and by extent range of being able to hit things.
7
views
Gedonia 1.45a: revisiting sentinel bard with a frozen trial
An earlier update improved stamina recovery for warriors, which is especially important for the more aggressive playstyles of the enduring and crusher warriors. Warriors were also improved by being able to stun and knock down enemies to a limited extent, which is great for dealing with large crowds.
Warrior still isn't as strong as other builds, but it's a lot closer now than ever before.
49
views
Gedonia 1.39a: more blood drainer playtesting, a couple trials
Max 100 runes in everything. Normally this same progress would take about 4 minutes for mages, spellswords, and sniper archer. The blood summons can barely keep up with how quickly this evaporates enemies.
34
views
Gedonia 1.38b: skirmisher in frozen temple
I forgot to upload this one. This build is half skirmisher for the upgrades to throw weapon, half snakebite for the +95% throw weapon damage. I still don't really understand the 5 set bonus for skirmisher, especially compared to nearly doubling the damage of the one attack that makes skirmisher worth using over other warrior builds.
14
views
1
comment
Gedonia 1.39a: small showcase of how ridiculous blood drainer currently is
Clearly I should play test this build more thoroughly before judging it as the worst in the whole game. If you pay close attention, you can tell I'm trying different methods of pushing the button for hemorrhage. At first, that's how long I was pushing it just to see if it was going to cast correctly--and ended up doing about 30k damage in less than 1 second. Then I tried a few short taps, as short as I could make them, and I could still hear about 2~3 casts of hemorrhage each "tap" I tried to do. At the end I held the button down.
Expect this to be deservedly nerfed in the near future.
13
views
Gedonia 1.38b: skirmisher versus totem trial #4
Sometimes the displayed damage numbers are a lot higher. The game is adding up simultaneous hits and treating them as a single hit with the cumulative damage rate. The hits aren't really simultaneous, but the game decides to comprehend it that way, and who am I to judge?
5
views
Gedonia 1.38b: how to rank up your living weapon
Have it equipped with full experience. Stand in the center of the living weapon temple. A cutscene will play.
Any upgrades to your living weapon will automatically update based on the ranked-up version of the weapon. You don't have to redo the hardening with blacksmithing.
63
views
Gedonia 1.38b: skirmisher versus totem trial #3
Skirmisher is a lot like dark assassin in some ways. There's a lot of jumping and attacking. Skirmisher's average damage output is pretty similar, but spread out over time with each spear thrown instead of gambling whether shadowstep decides to work, if the enemy slowly walks away when you drop down and makes you miss, and needing to stand still so much, skirmisher gets to leave.
3
views
Gedonia 1.38b: skirmisher versus totem trial #2
Having extra jump height makes reaching and completing this trial a little easier. I usually skip this one. At least I don't have to stand still under icicles like other strength builds with this character.
1
view
Gedonia 1.38b: skirmisher versus totem trial #1
Skirmisher is one of the better strength builds. You only need 2 pieces of the armor set with 2 pieces of the snakebite set to optimize the damage of throw weapon, which is the skill I'm using to throw yellow spears that keep homing in on the ground for some reason.
5
views
Gedonia 1.38b: sniper archer versus the frozen temple
Being a 4 agility archer isn't enough jump height to keep up with serenade of speed but the burst damage is good for speeding up runs at the frozen temple. The softlock might be fixed but the situation doesn't happen as much to know for certain. I think it almost happens at least once in this video, the bugs spawning and being immediately killed by explosive+multishot, and the game didn't softlock.
28
views
Gedonia 1.38b: templar playtest in the frozen temple #1
Templar's greatest strengths are area of attack and frequency of spells being cast. Templar's greatest weakness is arrogance. You can have all these different spells to constantly throw things out for big damage numbers, but you'll drown in visual effects and your attention distracted by trying to optimally time how often your spells are cast. My mistake at the end was looking at my cooldowns instead of how close I was getting to a hard hitting melee boss.
A common weakness in the frozen temple is being able to jump high and float down slowly to give yourself a short break, since none of the traps or enemy attacks can reach you up there. Templar and holy paladin both get great value out of paladin seal instead of being able to use serenade of speed to boost jump height.
32
views
Gedonia 1.38b: blood master playtest #4 frozen temple
I thought using blood elemental attack would get me killed for the one second it makes me stand still. Instead I kept using it even when I didn't have to.
I didn't think I'd get far since this build still has skill points in crafting to upgrade equipment and only up to 50 runes in everything. The max health on blood summons seems to change every time I open the game so maybe values are being tweaked often.
Frozen temple can continue forever but it stops escalating at 300% more health, 300% more damage, 100% stun resistance, and 4 traps. If you can make it that far, you can go indefinitely like this. I hit that point at 12:24 in this recording. I think the rewards stop increasing at that point as well since I didn't get a full inventory of jewelry and pet statues. I think that's wave 20. When I try frozen temple on my warrior characters I barely get to wave 7 and don't end up with much rewards, but mages and archers can get to 10 and up pretty quickly and easily.
60
views
Gedonia 1.38a: blood master playtest #3, arcane realm
This build is still a little buggy in how the stats of summons works but otherwise it's solid. This build so far has max 10 runes in everything. I don't think it's that much stronger. I think the blood magic damage bonus from the equipment stacks additively with the runic forge enhancements. That means most of the power this build is going to have forever has already been reached.
Since the blood summons benefit from non-summon companion effects, enchant your jewelry to buff your companions and have the commander's baton in your left hand. Have something that gives better defensive stats like health in your right hand, it won't matter much since you won't need to swing it at enemies.
14
views
Gedonia 1.38a: blood master playtest #2
The skeleton warriors and skeleton mages summoned with blood master are bugged to scale up too much, I think. Before it was a problem of not scaling up at all. Now there's something causing them to scale up too much.
Blood master is a lot like necromancer but without using real magic. Blood magic is technically physical damage and doesn't cost mana. The blood summons are affected by effects that buff non-summon companions like commander's baton, which means they'll also benefit from the +25% hp & damage enchantment that can be applied to your necklace and two rings. This is going to be a very interesting build to compare with necromancer since their playstyles are nearly identical, but while necromancer in frozen temple relies on the bone serpent for boss slaying, blood master can maintain two blood demons for high damage much more consistently. It'll come down to how far they can go in the frozen temple with raw firepower, survivability from traps, enemies throwing things at you, and how much blood master's mobility will be limited by casting elemental attack. My prediction is that blood master will have better damage on average but I'll have to be very careful with when I use elemental attack.
7
views
Gedonia 1.38a: improved templar playtest
Enchant weapon and summon weapon have damage comparable with pure mage spells now. Spellswords are back to being worth using.
Elemental form and other transformations no longer delete your status effects, making it very useful for spellswords that want to be in close to medium range. That helps make up for spellswords being a little weaker with long range spells. Pure mages can still get great value out of elemental form but I think spellswords have slightly more practical use for it.
6
views
Gedonia 1.37a: blood master playtest
This is a highly incomplete blood master build. None of the equipment is upgraded at all. I didn't bother getting the cape that gives more blood damage. The red shot attack I'm using is only 10 runes. This build is still doing great damage. Maybe not as good as a real mage, but for a non-mage using mostly the same skills, it's very impressive. If mages couldn't squeeze more benefit out of bard than non-mage builds, this might be a high tier playstyle.
There's a bunch of bugs with this build that are going to be fixed soon including the summoning of the blood demon deleting your buff status effects and the other two types of blood summons not scaling with either runic forge or bonuses to blood magic.
I'm going to have to edit the base stats of my pure bard to adapt into this set. It's definitely the best for pure bards. Companions are worthless compared to that 30k health demon that hits for 48k damage per swing. Shadowwave works with these blood summons and heals 50% of their max health.
45
views
Gedonia 1.37a: enduring knight versus the frozen temple
This is one of the better melee builds. I think it's the best of the heavy armor melee builds, not including spellswords that are just mages wearing heavy armor.
I don't know about you, but compared to mages and archers, this is really slow. Maybe I'm spoiled. I run out of stamina so easily with this build. Being able to stun or interrupt enemies is great, but it's much more effective to kill them than to draw out the fight to take over ten times longer.
16
views
Gedonia 1.37a: abandon big sword, return to shield
This is my battlebard. Formerly a crusher warrior wielding a big two-handed sword, now wields a one-handed axe with a shield. The new enduring armor set makes shield bash a very powerful attack with a big area. I poured runes into shield bash to get all four effects to 100 runes but I haven't upgraded any of this new equipment yet on this character. I also haven't reallocated this character's skill points since 1.35, so I'm missing out on a sizeable amount of power this build could have. Serenades of assault and speed seem to finally be fixed, the duration no longer resets from >10 minutes to 5 seconds, so I can regularly maintain the melee damage buff to make use of my 2 charisma. I'll miss being invincible during whirlwind but this is a lot stronger and can actually win fights against these new enemies.
10
views
Gedonia 1.37a: dark assassin completes a trial
This build is far from optimized yet. Skill points in craft skills to upgrade equipment, max 10 runes for skills at the runic forge, and I haven't decided how to enchant the daggers.
26
views